[Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Flobba_Job
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Re: Generic Road Vehicle Set [Complete]

Post by Flobba_Job »

er.. if its not valid then how come its on http://www.ttdpatch.net/ ? in the middle where it says TTDPatch version 2.5 =/
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Re: Generic Road Vehicle Set [Complete]

Post by DaleStan »

Because that's not version 2.5. Patchman has been made aware of this fact.

In the mean time, start TTDPatch, and tell us what version number it reports, either on the first line of its output, or in the main menu.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
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Ammler
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Re: Generic Road Vehicle Set [Complete]

Post by Ammler »

Is there a advantage of combining different types in one NewGRF?

I really would like to have your set splitted as a RoadVehicle Set and TramSet as you did at beginning.

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Zephyris
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Re: Generic Road Vehicle Set [Complete]

Post by Zephyris »

Simplicity of distribution, maintaining new versions and generally reducing confusion. You can, if you don't like trams, simply not use them. If you like the trams but not the road vehicles you can try my generic tram set....
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Ammler
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Re: Generic Road Vehicle Set [Complete]

Post by Ammler »

Hmm, we need to test it more, I am only afraid of combining your set with other Tramsets or RV Sets, thats all...

Of course, its your desicion, if you think, its easier to maintain that way.

I just don't like sets, which combine too many different types in one Set, The possibilty, that it will make problems with combining is much higher, then to have it sepearte and so you can control the orders...

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wallyweb
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Re: Generic Road Vehicle Set [Complete]

Post by wallyweb »

ammler wrote: ... I am only afraid of combining your set with other Tramsets or RV Sets ...
The vehicle ID's used in Generic Road Vehicles do a good job of following FooBar's suggested ID usage. This means that if players wish to use a different tram set by loading it after Generic RV's, they should get the trams they want. I have not tried this yet but it is definitely worth a go.
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Zephyris
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Re: Generic Road Vehicle Set [Complete]

Post by Zephyris »

The set was actually made before FooBars standard ID suggestion, but luckily he chose a similar scheme assigning vehicle IDs as me!
I just don't like sets, which combine too many different types in one Set, The possibilty, that it will make problems with combining is much higher, then to have it sepearte and so you can control the orders...
I am always happier getting a complete set of a vehicle class (road/rail/air/ship) than getting partial grfs, that swayed my decision too...
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Nite Owl
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Re: Generic Road Vehicle Set [Complete]

Post by Nite Owl »

This set is compatible with the Dutch, Hiroshima, and Modern Tram Sets. That is if you load any one of those tram sets after The Generic Road Vehicle Set then the only thing that will be lost are a majority of the trams from The Generic Road Vehicle Set. All of the road vehicles (non-trams) from The Generic Road Vehicle Set will remain available in your game. I tested this out with the in game time machine cheat so I am fairly certain that there are no vehicle ID conflicts through the end of the game and beyond. Additionally the Hiroshima and Modern Tram Sets can both be loaded into the same game along with The Generic Road Vehicle Set with no vehicle ID conflicts other then those stated above.
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Axl Rose
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Re: Generic Road Vehicle Set [Complete]

Post by Axl Rose »

Hello there.
At first, thank you for this nice set Zephyris.
But I got a weird problem :
I was using the GRVTS v1.0 with OpenTTD 0.5.3 and something like 12-13 other grfs without any problem (only with passengers buses).
But now that I'm running OpenTTD 0.6.0 beta5 it makes the game crash and return to windows, even when unloading all the other grfs...
It happens as soon as I unpause a game saved after year 1946 (1946 works fine, but 1947 crash...).
But if I play from 1946 and save in 1947 I can launch this saved game without crashing OpenTTD !
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Zephyris
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Re: Generic Road Vehicle Set [Complete]

Post by Zephyris »

Ie. Savegames from before 1946 crash?
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Re: Generic Road Vehicle Set [Complete]

Post by Axl Rose »

Zephyris wrote:Ie. Savegames from before 1946 crash?
No, savegames from before 1947 (saved with OpenTTD 0.5.3) don't make OpenTTD 0.6.0 beta5 crash.
Savegames from 1947 onwards make OpenTTD 0.6.0 beta5 crash.
LordAzamath
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Re: Generic Road Vehicle Set [Complete]

Post by LordAzamath »

Only with this set?
I'm getting doubts that it isn't a bug in Zephyris' grf.. When it sometimes crashes and sometimes not.
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Zephyris
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Re: Generic Road Vehicle Set [Complete]

Post by Zephyris »

There is no reason why the grf should crash a newer version of openttd when it doesnt crash an older version. I think you need to file a bug report...
Axl Rose
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Re: Generic Road Vehicle Set [Complete]

Post by Axl Rose »

lordazamath wrote:Only with this set?
I'm getting doubts that it isn't a bug in Zephyris' grf.. When it sometimes crashes and sometimes not.
Yes, it doesn't crash with GTS.
Zephyris wrote:There is no reason why the grf should crash a newer version of openttd when it doesnt crash an older version. I think you need to file a bug report...
To OpenTTD developpers or to you ?
How do I do that please ?
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Zephyris
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Re: Generic Road Vehicle Set [Complete]

Post by Zephyris »

I would post it in the beta-5 thread in the general openttd serction, and failing that search for openttd bugspray...
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Post by Lakie »

Just a minor point, the "Refrigerated" truck series gives me "Cannot remove obstacles on land." cargo type. I only use Pikka's industry expansions (both of them).
(They should at least support goods in the temperate (and food depending on climate / grfs) to get a basic cargo type, or not be present in temperate at all).

Also, you could use cargo type 0xFF in the Action3 for articulated road vehicles to use a special sprite to show the full road vehicle (both parts). :wink:
Similar to what train grfs use to show the train with its tender in the buy menu.

~ Lakie
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Zephyris
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Re: Generic Road Vehicle Set [Complete]

Post by Zephyris »

Just a minor point, the "Refrigerated" truck series gives me "Cannot remove obstacles on land." cargo type.
In which climates, all climates?
They should at least support goods in the temperate (and food depending on climate / grfs) to get a basic cargo type, or not be present in temperate at all.
Without any grfs loaded the refrigerated trucks do not appear in temperate... I guess this is linked to the "Cannot remover obstacles on land" problem, Ill have a look into it!
Also, you could use cargo type 0xFF in the Action3 for articulated road vehicles to use a special sprite to show the full road vehicle (both parts). :wink:
I considered it, but never got round to it the small spaces in the depot make it very hard to design decent graphics without them leaving the bounding boxes...
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wallyweb
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Re: Generic Road Vehicle Set [Complete]

Post by wallyweb »

Good News! Good News!
Saint Lakie has fixed the aRV code in TTDPatch r1843. :D
We Patch players now have stable cash ins and refits too. 8)
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Re: Generic Road Vehicle Set [Complete]

Post by hertogjan »

I have tested this set with OpenTTD (r13318) with a patch that supports realistic acceleration for road vehicles. That patch also uses the power and weight properties of the vehicles that should be set by the newgrf. Apparently, the power ratings (i.e. amount of hp) of the vehicles in this set seem pretty random. For instance, some of the older vehicles have way more hp than the newer vehicles, which just does not seem right. I have the suspicion that the power property of the vehicles has not been set in this grf, so that it uses the default power rating from the standard vehicle set; it takes the power rating from the default vehicle with the corresponding EngineID. The same is the case for the weights of the vehicles, although the effect of this on road vehicle behaviour is much smaller than the effect of the power rating.

I would like to note that some other road vehicle sets do contain all properties, and then the power and weight of the vehicles show up correctly, so it is not likely that the incorrect values are caused by a bug in the road vehicle acceleration patch. I have successfully tested this with the grfs HOVS and Long Vehicles.

Can someone please confirm that this "complete" set misses the power and weight data for all vehicles? Will they be added any time soon?
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Zephyris
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Re: Generic Road Vehicle Set [Complete]

Post by Zephyris »

I have not added the power/weight values for this set, your assumption that the default vehicle stats are being used is correct. I should be able to add some in the near future, it seems worthwhile now realistic acceleration is in trunk! I would be very grateful for any advice on values for these statistics - do any sets work particularly well (which I could model values around)?
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